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Sezon 12
Yayınlanma tarihi
Tem 29, 2019
In the first of our four-part series on Hitman, we investigate IO Interactive's split with Square Enix and how the studio survived long enough to bring the Hitman series back from the brink.
In the first of our four-part series on Hitman, we investigate IO Interactive's split with Square Enix and how the studio survived long enough to bring the Hitman series back from the brink.
Yayınlanma tarihi
Tem 31, 2019
How does IO Interactive create the simulation of each level in Hitman? We talk to the team about creating the sandbox, positioning targets, and the delicate task of guiding the player.
How does IO Interactive create the simulation of each level in Hitman? We talk to the team about creating the sandbox, positioning targets, and the delicate task of guiding the player.
Yayınlanma tarihi
Ağu 05, 2019
How were the Hitman levels of Miami, Mumbai & New York designed? We sit down with the designers at IO Interactive to talk about track teams, creating explorable spaces and creating satisfying targets.
How were the Hitman levels of Miami, Mumbai & New York designed? We sit down with the designers at IO Interactive to talk about track teams, creating explorable spaces and creating satisfying targets.
Yayınlanma tarihi
Ağu 07, 2019
We talk to Hitman's lead writer Michael Vogt about creating a contemporary Agent 47, and the world of assassination that surrounds him.
We talk to Hitman's lead writer Michael Vogt about creating a contemporary Agent 47, and the world of assassination that surrounds him.
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